Ia was only used for create the main menu song and the main menu cover image.
- Creator
- juan_poder_azure
- Reviews
- -
- Added
- Sep 27, 2026
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Ia was only used for create the main menu song and the main menu cover image.
I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player.
StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress. The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only.
PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait.
Video, some textures, and 3D models
Generative AI was used to create three pre-generated images used in the game: the splash screen, loading screen, and main menu background. No other game content was generated using AI, and the game does not generate AI content during gameplay.
Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI.
During development we used generative AI tools to create some of the game's 2D artwork and a portion of its 3D models, as well as some store page marketing artwork. All AI-assisted assets were reviewed, edited, and finalized by our team. The game does not generate AI content at runtime.
This game makes use of AI generative video, audio and AI assisted scripting.
AI was used to make some of the images used in the UI.
Artificial intelligence has been used to create localisations in languages other than Polish and English. If you spot any errors in the translation, please let us know on our Steam discussion forums so that we can correct them! Whilst working on the game in Early Access, we occasionally use AI technology to generate a small number of missing graphical elements in order to speed up game updates. This is a temporary solution, and we will replace all generated images by the time the full version of the game is released.
Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay.
The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play.
Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay.
Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay.
Generative AI assisted the creation of scientific illustrations, scientist portraits, felt textures, card-pack art, text and translations. These are fixed assets included in the game. There is no live AI generation during play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI tools were used in the creation of some of the game's artwork. All AI-generated assets were subsequently reviewed, edited, and refined by me or a family member before being incorporated into the game. No AI-generated content was added to the game without prior human review and editing.
This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play.
Generative AI tools were used during development to create some visual assets, including card and encounter illustrations, the game icon, and certain visual effects, as well as music and some sound effects. AI tools also assisted with in-game text, localization, and store-page copy. This content is prepared before release. The game does not use generative AI to create content during gameplay.
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
Spirit Gems features artwork developed with generative AI.
Generative AI was used during development and in the creation of sound and some artwork.
Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services.
Garden Diary uses generative AI in these places, all reviewed and edited by me: • Code - written with an AI coding assistant. • Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way. • Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant. No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording.
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running.
Pre-generated AI was used to create background music with Suno, localized in-game text for supported languages, and artwork for the Steam store page, library assets, and other marketing materials. No AI-generated images are used during gameplay. All AI-generated content is created before release and does not change during play. The game does not use live-generated AI.
Generative AI tools were used during development to assist with selected visual and promotional assets, as well as localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game or store materials. KEYLINGS does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used in the following areas of this game's development. ■ Visual assets Image generation AI was used to create some 2D visual assets, including backgrounds, card artwork, and UI elements. These images are included in the game as fixed assets. ■ Music The background music was created using Suno, an AI music generation tool. ■ Voice assets The included female voice assets were created using audio generation AI. The male voice assets are pre-existing recordings provided by T-Sta. ■ Text and translation Generative AI assisted with writing and translation for some in-game text and the store page description. ■ Program code AI coding assistance tools were used for part of the implementation work. ■ Other assets Sound effects are pre-existing audio assets provided by Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME. The font is Zen Kaku Gothic New, provided under the SIL Open Font License. ■ No live generation All AI-generated content described above was created in advance during development. The game does not use generative AI to create new images, music, voices, or dialogue during gameplay.
Shogi: Magic & Mischief was developed with the assistance of generative AI tools in the following areas. ■ Illustrations and images Generative AI was used to create 2D visual assets, including character portraits, backgrounds, title illustrations, and other game and promotional artwork. The developer directed the visual concepts, character designs, composition, and colors, and selected the images for inclusion, with editing, cropping, and compositing where needed. ■ Music Background music was created using music generation AI. The developer defined the intended mood, generated candidates, and selected and edited tracks for the game. ■ Voices The male voice assets are pre-existing human-recorded audio from T-Sta. The female voice assets were created using audio generation AI and selected and edited by the developer. These descriptions refer to the voice asset sets, rather than the gender of every character using them. ■ Text AI writing assistance was used to draft or revise some character descriptions and store-page text, including English promotional text. The developer determines the final wording. ■ Program code AI coding assistance tools were used during implementation, debugging, and testing. ■ Non-AI assets Sound effects are pre-existing human-created audio assets from providers including Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME, rather than AI-generated sound effects. The game uses the fonts Zen Kaku Gothic New and Shippori Mincho, distributed under the SIL Open Font License 1.1. ■ How AI is used Generative AI is used during development, not to generate new artwork, music, voices, or dialogue during gameplay. The computer-controlled shogi opponents use game logic and move-search algorithms; they are separate from the generative AI tools used to develop the game. ■ Developer responsibility The developer is responsible for the content included in the game, reviewing it for inappropriate or potentially infringing material, and checking the applicable licenses and terms of use for third-party assets and AI tools.
The game contains voice over generated with AI tools. This was done to protect the privacy of the creators.
Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI. Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ.
Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play.
Some of the artwork that ships with Football Ambition 27 was made using generative AI tools. That covers the club badges and competition logos in the default database, the menu and screen backgrounds, the stadium and facility illustrations, and the library of face parts the game builds portraits from. The national flags are not among them. Faces are built while you play. Every player, coach and youth prospect gets a portrait the moment they exist, including people generated seasons into your save, assembled by the game from that shipped library of parts. It is ordinary code doing the assembling, not an AI model, and it can only ever use art that came with the game. The game does not connect to any AI service. There is an optional feature, switched off by default, that lets you connect your own AI chat assistant to the in game database editor, so it can help with jobs like renaming clubs or building a scenario. It runs only if you turn it on, and it only reaches your own files on your own computer.
Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play.
The music in this game was created using the Suno AI music generation tool. All other content — including all art and pixel art, level and puzzle design, mechanics, writing, — was created by hand by the developer, without generative AI.
Some of this game's art was stylized or created with AI image generation tools from original prompts and project reference material: character portraits, tables, backgrounds, and Steam store and community artwork. Initial translations were AI-assisted. All of it was edited and reviewed before shipping. The soundtrack is chip-synth music generated at build time by the game's own code, no audio model and no sampled audio in the shipped files. Several tracks are AI-stylized arrangements of original songs written by a member of the development team; others were composed with AI assistance to our direction. Nothing is generated by AI while you play.
Generative AI tools were used during development to help create artwork, including character and environment art, music, voice narration, story text, and promotional materials. These are pre-generated assets included in the game or its marketing. The game does not generate AI content during gameplay or connect to external AI services while playing.
The game is free-to play and contains AI generated artistic elements
The game's pixel art sprites and visual effects, the store capsule art and logo, and the music were created with the help of generative AI tools, then selected, edited and integrated by the developer. The store page text and its Chinese translation were drafted with AI assistance and reviewed by the developer. All content is pre-generated; nothing is generated while the game is running.
Some backgrounds, item artwork, character portraits, vehicles, icons, and store artwork were created using generative AI during development. These assets are pre-generated. The game does not generate AI content or connect to external AI services during gameplay.
In-game text (bee facts, item descriptions, achievement lines) and store page copy were written with the assistance of an AI writing tool, under the developer's direction and review. All artwork is pixel art drawn by the game's own code, and all audio is synthesized or CC0 field recordings — no AI-generated images, audio, or music.
Some artwork, sound effects, music and written content were created with the help of generative AI tools during development, then selected, refined and integrated by the developer.
Intergalactic Burger Joint has been a labor of love, with a lot of time, attention, and care put into bringing this little corner of the galaxy to life. The game’s 3D characters, environments, and props use licensed Synty assets. Generative AI helped create achievement icons, some interface and branding artwork, Steam store images, music, ambient audio, sound effects, and chef and customer voices. It also helped us write in-game text and dialogue. Choosing what belonged, refining the details, and bringing everything together into a game took time, experimentation, and care. We hope you feel that love in the little details as you play. All AI-generated content was created during development. Nothing is generated live while you play.
During the development of this game, AI tools were utilized. Some of the art assets were generated by AI and then further refined and rendered by our artists.
The text on the store page was translated using generative AI.
The game uses generative AI to create some of the 2D pixel-art sprites and character animations. All such content is manually reviewed and edited before being included in the game.
本作在制作过程中使用生成式人工智能辅助制作背景、角色立绘、部分剧情插图、音乐、部分音效、角色合成配音,以及商店与宣传图片;部分剧本改编、对白和文案修订亦使用了生成式人工智能辅助。
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hack And Slash Fury 2: Lancelot Betrayal In-game content audioart | Ia was only used for create the main menu song and the main menu cover image. | juan_poder_azure | - | Sep 27, 2026 | |
IVORY In-game content audio | I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player. | Taalon Games, LLC. | - | Sep 27, 2026 | |
StageStar In-game content text | StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress.
The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only. | Edmond Szabo | - | Sep 27, 2026 | |
Perimeter, Paint & Process In-game content art | PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait. | Level Process Studios | - | Sep 26, 2026 | |
Grip of the mind In-game content art | Video, some textures, and 3D models | Pavel Nikolov | - | Sep 26, 2026 | |
Nova Origin In-game content art | Generative AI was used to create three pre-generated images used in the game: the splash screen, loading screen, and main menu background. No other game content was generated using AI, and the game does not generate AI content during gameplay. | ZapNova Games | - | Sep 26, 2026 | |
Hextinction: Tower Defense In-game content artaudio | Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI. | A2L Games | - | Sep 26, 2026 | |
Ghost Hunter In-game content art | During development we used generative AI tools to create some of the game's 2D
artwork and a portion of its 3D models, as well as some store page marketing
artwork. All AI-assisted assets were reviewed, edited, and finalized by our team.
The game does not generate AI content at runtime. | Tricky Spirit | - | Sep 26, 2026 | |
Future Fab Heroes In-game content artaudiocode | This game makes use of AI generative video, audio and AI assisted scripting. | ASU SWAP Hub | - | Sep 26, 2026 | |
Arbiter In-game content art | AI was used to make some of the images used in the UI. | Tyro, LLC | - | Sep 26, 2026 | |
Returns Outlet Simulator In-game content textart | Artificial intelligence has been used to create localisations in languages other than Polish and English.
If you spot any errors in the translation, please let us know on our Steam discussion forums so that we can correct them!
Whilst working on the game in Early Access, we occasionally use AI technology to generate a small number of missing graphical elements in order to speed up game updates.
This is a temporary solution, and we will replace all generated images by the time the full version of the game is released. | Twisted Twice Games | 966 | Sep 26, 2026 | |
Entity Unknown In-game content arttextcode | Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay. | Blackbox Interactive | - | Sep 25, 2026 | |
Tic Tac&Toe In-game content artaudio | The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play. | Sidekick Studio | - | Sep 25, 2026 | |
Formula Minus One In-game content artaudiotext | Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services. | Moisés Cabello | - | Sep 25, 2026 | |
Coldstar In-game content arttext | Some steps of the art production used AI tools, for example to create or upscale backgrounds and illustrations that were then refined by hand, and for first drafts of language translations. No AI content is generated during gameplay. | Coldstar Games | - | Sep 25, 2026 | |
Spirestorm In-game content art | Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay. | nextgenrungames | - | Sep 25, 2026 | |
AXIOMA In-game content arttext | Generative AI assisted the creation of scientific illustrations, scientist portraits, felt textures, card-pack art, text and translations. These are fixed assets included in the game. There is no live AI generation during play. | Quanta — Private Tutoring | - | Sep 25, 2026 | |
Tsukumo SNAP! In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
IWA Fighting Adventure In-game content art | AI tools were used in the creation of some of the game's artwork. All AI-generated assets were subsequently reviewed, edited, and refined by me or a family member before being incorporated into the game.
No AI-generated content was added to the game without prior human review and editing. | vito74m (A100N) | - | Sep 25, 2026 | |
Too Many Capybaras: Sort Together In-game content art | This game was made by a two-person team: a developer and a designer/artist. AI tools were used only as an aid during development. An AI 3D generator provided rough starting shapes for the capybara figurines, which the team then remodeled, textured and set up in the game engine. level design, gameplay, art direction, UI and text was designed and made by the team. The game does not generate any AI content while you play. | Tidywreck | - | Sep 25, 2026 | |
Stancefolio In-game content artaudiotext | Generative AI tools were used during development to create some visual assets, including card and encounter illustrations, the game icon, and certain visual effects, as well as music and some sound effects. AI tools also assisted with in-game text, localization, and store-page copy. This content is prepared before release. The game does not use generative AI to create content during gameplay. | TarasFreund | - | Sep 25, 2026 | |
MOLD-09 In-game content audioart | The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay. | Hatred Engine | - | Sep 25, 2026 | |
Spirit Gems In-game content art | Spirit Gems features artwork developed with generative AI. | Recoil Mojo | - | Sep 25, 2026 | |
Brumel: Fantasy Presidential Race In-game content audioart | Generative AI was used during development and in the creation of sound and some artwork. | SECHAN BARAM | - | Sep 25, 2026 | |
A Table of Liars In-game content arttext | Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services. | Aulenor | - | Sep 25, 2026 | |
Garden Diary In-game content arttextcode | Garden Diary uses generative AI in these places, all reviewed and edited by me:
• Code - written with an AI coding assistant.
• Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way.
• Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant.
No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording. | MMageGangsta | - | Sep 25, 2026 | |
Trump please calm down In-game content art | Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services. | 烟雨平生 | - | Sep 25, 2026 | |
Tower of Hyakki In-game content art | Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running. | SANO_ISAO | - | Sep 25, 2026 | |
Flamebound Tactics In-game content audiotextart | Pre-generated AI was used to create background music with Suno, localized in-game text for supported languages, and artwork for the Steam store page, library assets, and other marketing materials. No AI-generated images are used during gameplay. All AI-generated content is created before release and does not change during play. The game does not use live-generated AI. | Yareyare | - | Sep 25, 2026 | |
KEYLINGS In-game content arttext | Generative AI tools were used during development to assist with selected visual and promotional assets, as well as localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game or store materials. KEYLINGS does not generate AI content during gameplay and does not connect to external AI services. | ZAKO GAMES | - | Sep 25, 2026 | |
Mischief! Magic Poker & More In-game content artaudiotextcode | Generative AI tools were used in the following areas of this game's development.
■ Visual assets
Image generation AI was used to create some 2D visual assets, including backgrounds, card artwork, and UI elements. These images are included in the game as fixed assets.
■ Music
The background music was created using Suno, an AI music generation tool.
■ Voice assets
The included female voice assets were created using audio generation AI. The male voice assets are pre-existing recordings provided by T-Sta.
■ Text and translation
Generative AI assisted with writing and translation for some in-game text and the store page description.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Other assets
Sound effects are pre-existing audio assets provided by Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME. The font is Zen Kaku Gothic New, provided under the SIL Open Font License.
■ No live generation
All AI-generated content described above was created in advance during development. The game does not use generative AI to create new images, music, voices, or dialogue during gameplay. | Miyadaiku | - | Sep 25, 2026 | |
Shogi: Magic & Mischief In-game content artaudiotextcode | Shogi: Magic & Mischief was developed with the assistance of generative AI tools in the following areas.
■ Illustrations and images
Generative AI was used to create 2D visual assets, including character portraits, backgrounds, title illustrations, and other game and promotional artwork. The developer directed the visual concepts, character designs, composition, and colors, and selected the images for inclusion, with editing, cropping, and compositing where needed.
■ Music
Background music was created using music generation AI. The developer defined the intended mood, generated candidates, and selected and edited tracks for the game.
■ Voices
The male voice assets are pre-existing human-recorded audio from T-Sta. The female voice assets were created using audio generation AI and selected and edited by the developer. These descriptions refer to the voice asset sets, rather than the gender of every character using them.
■ Text
AI writing assistance was used to draft or revise some character descriptions and store-page text, including English promotional text. The developer determines the final wording.
■ Program code
AI coding assistance tools were used during implementation, debugging, and testing.
■ Non-AI assets
Sound effects are pre-existing human-created audio assets from providers including Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME, rather than AI-generated sound effects. The game uses the fonts Zen Kaku Gothic New and Shippori Mincho, distributed under the SIL Open Font License 1.1.
■ How AI is used
Generative AI is used during development, not to generate new artwork, music, voices, or dialogue during gameplay. The computer-controlled shogi opponents use game logic and move-search algorithms; they are separate from the generative AI tools used to develop the game.
■ Developer responsibility
The developer is responsible for the content included in the game, reviewing it for inappropriate or potentially infringing material, and checking the applicable licenses and terms of use for third-party assets and AI tools. | Miyadaiku | - | Sep 25, 2026 | |
Leikkaus In-game content audio | The game contains voice over generated with AI tools. This was done to protect the privacy of the creators. | Leikkaus Team | - | Sep 25, 2026 | |
Courier Chaos In-game content arttext | Some of the game's 3D models were created using generative AI (Tripo3D). The English localization and store page text were also prepared with the help of an AI assistant and reviewed by hand. The audio and gameplay were made without generative AI.
Часть 3D-моделей в игре создана с помощью генеративного ИИ (Tripo3D). Английская локализация и тексты для страницы в магазине также подготовлены с помощью ИИ-ассистента и вычитаны вручную. Звук и геймплей созданы без генеративного ИИ. | J Games | - | Sep 25, 2026 | |
My Friend is Blind In-game content arttext | Some of the game's 3D models and artwork were created with the help of generative AI tools and then cleaned up and edited by hand. Parts of the store page text were drafted with AI assistance. The game does not generate any AI content while you play. | SStudio | - | Sep 25, 2026 | |
Football Ambition 27 In-game content art | Some of the artwork that ships with Football Ambition 27 was made using
generative AI tools. That covers the club badges and competition logos in
the default database, the menu and screen backgrounds, the stadium and
facility illustrations, and the library of face parts the game builds
portraits from. The national flags are not among them.
Faces are built while you play. Every player, coach and youth prospect gets
a portrait the moment they exist, including people generated seasons into
your save, assembled by the game from that shipped library of parts. It is
ordinary code doing the assembling, not an AI model, and it can only ever
use art that came with the game.
The game does not connect to any AI service. There is an optional feature,
switched off by default, that lets you connect your own AI chat assistant
to the in game database editor, so it can help with jobs like renaming
clubs or building a scenario. It runs only if you turn it on, and it only
reaches your own files on your own computer. | Mega Games | - | Sep 25, 2026 | |
Anatolian Soup Simulator In-game content art | Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play. | Simurg Software and Games | - | Sep 25, 2026 | |
Connecting Neurons In-game content audio | The music in this game was created using the Suno AI music generation tool. All other content — including all art and pixel art, level and puzzle design, mechanics, writing, — was created by hand by the developer, without generative AI. | Team Kalango | - | Sep 25, 2026 | |
House of Pips: a Domino Roguelike In-game content arttextaudio | Some of this game's art was stylized or created with AI image generation tools from original prompts and project reference material: character portraits, tables, backgrounds, and Steam store and community artwork. Initial translations were AI-assisted. All of it was edited and reviewed before shipping. The soundtrack is chip-synth music generated at build time by the game's own code, no audio model and no sampled audio in the shipped files. Several tracks are AI-stylized arrangements of original songs written by a member of the development team; others were composed with AI assistance to our direction. Nothing is generated by AI while you play. | Slapcraft Games | - | Sep 25, 2026 | |
Remnants of Vaedra: Tales of the Dicebound In-game content artaudiotext | Generative AI tools were used during development to help create artwork, including character and environment art, music, voice narration, story text, and promotional materials. These are pre-generated assets included in the game or its marketing. The game does not generate AI content during gameplay or connect to external AI services while playing. | Doc Origins LLC | - | Sep 25, 2026 | |
MOBA Manager 2026 In-game content art | The game is free-to play and contains AI generated artistic elements | Trexeth | - | Sep 25, 2026 | |
Harmony In-game content artaudiotext | The game's pixel art sprites and visual effects, the store capsule art and logo, and the music were created with the help of generative AI tools, then selected, edited and integrated by the developer. The store page text and its Chinese translation were drafted with AI assistance and reviewed by the developer. All content is pre-generated; nothing is generated while the game is running. | BeeBee Games | - | Sep 25, 2026 | |
盲拍大亨:黑市货柜 In-game content art | Some backgrounds, item artwork, character portraits, vehicles, icons, and store artwork were created using generative AI during development. These assets are pre-generated. The game does not generate AI content or connect to external AI services during gameplay. | daiyongxiang | - | Sep 25, 2026 | |
Buzzed: An Idle Beekeeping Game In-game content text | In-game text (bee facts, item descriptions, achievement lines) and store page copy were written with the assistance of an AI writing tool, under the developer's direction and review. All artwork is pixel art drawn by the game's own code, and all audio is synthesized or CC0 field recordings — no AI-generated images, audio, or music. | Hedgerow Games | - | Sep 25, 2026 | |
Solo Cards In-game content artaudiotext | Some artwork, sound effects, music and written content were created with the help of generative AI tools during development, then selected, refined and integrated by the developer. | kaydot23 | - | Sep 25, 2026 | |
Intergalactic Burger Joint In-game content artaudiotext | Intergalactic Burger Joint has been a labor of love, with a lot of time, attention, and care put into bringing this little corner of the galaxy to life.
The game’s 3D characters, environments, and props use licensed Synty assets. Generative AI helped create achievement icons, some interface and branding artwork, Steam store images, music, ambient audio, sound effects, and chef and customer voices. It also helped us write in-game text and dialogue.
Choosing what belonged, refining the details, and bringing everything together into a game took time, experimentation, and care. We hope you feel that love in the little details as you play.
All AI-generated content was created during development. Nothing is generated live while you play. | Aettir Studios, LLC | - | Sep 25, 2026 | |
Choo chop In-game content art | During the development of this game, AI tools were utilized. Some of the art assets were generated by AI and then further refined and rendered by our artists. | Magic Coffee Games | - | Sep 25, 2026 | |
Pixel Party Program In-game content text | The text on the store page was translated using generative AI. | tdhr | - | Sep 25, 2026 | |
Pubertator In-game content art | The game uses generative AI to create some of the 2D pixel-art sprites and character animations. All such content is manually reviewed and edited before being included in the game. | Victoria Games | - | Sep 25, 2026 | |
时空流亡:重庆1941 In-game content artaudiotext | 本作在制作过程中使用生成式人工智能辅助制作背景、角色立绘、部分剧情插图、音乐、部分音效、角色合成配音,以及商店与宣传图片;部分剧本改编、对白和文案修订亦使用了生成式人工智能辅助。 | Hong Liang | - | Sep 25, 2026 |